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Godot MCP

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Made with Godot

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A Model Context Protocol (MCP) server for interacting with the Godot game engine.

Introduction

Godot MCP enables AI assistants to launch the Godot editor, run projects, capture debug output, and control project execution - all through a standardized interface.

This direct feedback loop helps AI assistants like Claude understand what works and what doesn't in real Godot projects, leading to better code generation and debugging assistance.

Features

  • Launch Godot Editor: Open the Godot editor for a specific project
  • Run Godot Projects: Execute Godot projects in debug mode
  • Capture Debug Output: Retrieve console output and error messages
  • Control Execution: Start and stop Godot projects programmatically
  • Get Godot Version: Retrieve the installed Godot version
  • List Godot Projects: Find Godot projects in a specified directory
  • Project Analysis: Get detailed information about project structure
  • Scene Management:
    • Create new scenes with specified root node types
    • Add nodes to existing scenes with customizable properties
    • Load sprites and textures into Sprite2D nodes
    • Export 3D scenes as MeshLibrary resources for GridMap
    • Save scenes with options for creating variants
  • UID Management (for Godot 4.4+):
    • Get UID for specific files
    • Update UID references by resaving resources
  • Debugger Integration:
    • Connect to Godot's DAP (Debug Adapter Protocol) server
    • Run projects in debug mode via the editor
    • Inspect local variables when paused at breakpoints
    • View call stack information

Requirements

  • Godot Engine installed on your system
  • Node.js and npm
  • An AI assistant that supports MCP (Cline, Cursor, etc.)

Installation and Configuration

Step 1: Install and Build

First, clone the repository and build the MCP server:

git clone https://github.com/Coding-Solo/godot-mcp.git
cd godot-mcp
npm install
npm run build

Step 2: Configure with Your AI Assistant

Option A: Configure with Cline

Add to your Cline MCP settings file (~/Library/Application Support/Code/User/globalStorage/saoudrizwan.claude-dev/settings/cline_mcp_settings.json):

{
  "mcpServers": {
    "godot": {
      "command": "node",
      "args": ["/absolute/path/to/godot-mcp/build/index.js"],
      "env": {
        "DEBUG": "true"                  // Optional: Enable detailed logging
      },
      "disabled": false,
      "autoApprove": [
        "launch_editor",
        "run_project",
        "get_debug_output",
        "stop_project",
        "get_godot_version",
        "list_projects",
        "get_project_info",
        "create_scene",
        "add_node",
        "load_sprite",
        "export_mesh_library",
        "save_scene",
        "get_uid",
        "update_project_uids",
        "connect_debugger",
        "run_project_debug",
        "get_breakpoints",
        "get_call_stack",
        "get_local_variables"
      ]
    }
  }
}

Option B: Configure with Cursor

Using the Cursor UI:

  1. Go to Cursor Settings > Features > MCP
  2. Click on the + Add New MCP Server button
  3. Fill out the form:
    • Name: godot (or any name you prefer)
    • Type: command
    • Command: node /absolute/path/to/godot-mcp/build/index.js
  4. Click "Add"
  5. You may need to press the refresh button in the top right corner of the MCP server card to populate the tool list

Using Project-Specific Configuration:

Create a file at .cursor/mcp.json in your project directory with the following content:

{
  "mcpServers": {
    "godot": {
      "command": "node",
      "args": ["/absolute/path/to/godot-mcp/build/index.js"],
      "env": {
        "DEBUG": "true"                  // Enable detailed logging
      }
    }
  }
}

Step 3: Optional Environment Variables

You can customize the server behavior with these environment variables:

  • GODOT_PATH: Path to the Godot executable (overrides automatic detection)
  • DEBUG: Set to "true" to enable detailed server-side debug logging

Example Prompts

Once configured, your AI assistant will automatically run the MCP server when needed. You can use prompts like:

"Launch the Godot editor for my project at /path/to/project"

"Run my Godot project and show me any errors"

"Get information about my Godot project structure"

"Analyze my Godot project structure and suggest improvements"

"Help me debug this error in my Godot project: [paste error]"

"Write a GDScript for a character controller with double jump and wall sliding"

"Create a new scene with a Player node in my Godot project"

"Add a Sprite2D node to my player scene and load the character texture"

"Export my 3D models as a MeshLibrary for use with GridMap"

"Create a UI scene with buttons and labels for my game's main menu"

"Get the UID for a specific script file in my Godot 4.4 project"

"Update UID references in my Godot project after upgrading to 4.4"

"Connect to the debugger and run my project in debug mode"

"Show me the local variables at the current breakpoint"

"What's in the call stack right now?"

Implementation Details

Architecture

The Godot MCP server uses a bundled GDScript approach for complex operations:

  1. Direct Commands: Simple operations like launching the editor or getting project info use Godot's built-in CLI commands directly.
  2. Bundled Operations Script: Complex operations like creating scenes or adding nodes use a single, comprehensive GDScript file (godot_operations.gd) that handles all operations.

This architecture provides several benefits:

  • No Temporary Files: Eliminates the need for temporary script files, keeping your system clean
  • Simplified Codebase: Centralizes all Godot operations in one (somewhat) organized file
  • Better Maintainability: Makes it easier to add new operations or modify existing ones
  • Improved Error Handling: Provides consistent error reporting across all operations
  • Reduced Overhead: Minimizes file I/O operations for better performance

The bundled script accepts operation type and parameters as JSON, allowing for flexible and dynamic operation execution without generating temporary files for each operation.

Debugger Integration Setup

To use the debugger features (connect_debugger, run_project_debug, get_call_stack, get_local_variables), you need to install the MCP Bridge plugin in your Godot project:

Step 1: Copy the Plugin

Copy the mcp_bridge folder from this repository to your Godot project's addons folder:

your-godot-project/
├── addons/
│   └── mcp_bridge/
│       ├── mcp_bridge.gd
│       └── plugin.cfg
├── project.godot
└── ...

You can find the plugin files at: godot-mcp/src/editor-plugin/

Step 2: Enable the Plugin

  1. Open your project in the Godot editor
  2. Go to Project > Project Settings > Plugins
  3. Find "MCP Bridge" in the list and check Enable

You should see in the Output panel:

[MCP Bridge] Listening on port 6008

Step 3: Enable DAP Server

  1. In the Godot editor, go to Debug > Keep Debug Server Open and enable it
  2. This allows the MCP server to connect to Godot's Debug Adapter Protocol (DAP) on port 6006

Using the Debugger

Once set up, you can:

  1. Use connect_debugger to establish a connection to the editor
  2. Use run_project_debug to launch your project via the editor (supports breakpoints)
  3. Set breakpoints in the Godot editor by clicking the gutter next to line numbers
  4. When paused at a breakpoint, use get_call_stack and get_local_variables to inspect state

Note: The debugger tools require the Godot editor to be running with your project open.

Troubleshooting

  • Godot Not Found: Set the GODOT_PATH environment variable to your Godot executable
  • Connection Issues: Ensure the server is running and restart your AI assistant
  • Invalid Project Path: Ensure the path points to a directory containing a project.godot file
  • Build Issues: Make sure all dependencies are installed by running npm install
  • For Cursor Specifically:
    • Ensure the MCP server shows up and is enabled in Cursor settings (Settings > MCP)
    • MCP tools can only be run using the Agent chat profile (Cursor Pro or Business subscription)
    • Use "Yolo Mode" to automatically run MCP tool requests
  • Debugger Issues:
    • "MCP Bridge plugin not detected": Ensure the plugin is installed in your project's addons/mcp_bridge/ folder and enabled in Project Settings > Plugins
    • "DAP server not detected": Enable Debug > Keep Debug Server Open in the Godot editor
    • "Not paused at breakpoint": Set a breakpoint in the editor by clicking the gutter, then trigger the code path
    • Variables not showing: The debugger can only inspect variables when the game is paused at a breakpoint

License

This project is licensed under the MIT License - see the LICENSE file for details.

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MCP server for interfacing with Godot game engine. Provides tools for launching the editor, running projects, and capturing debug output.

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